Errata for Bastogne: Crossroads of Death -- 6/1/97 BN 1.01 Unit Movement Costs to Enter Map -- REPLACES 3. SEQUENCE OF PLAY SUBPOINT 1) REINFORCEMENT PHASE. When a unit is due to be placed on the map as a reinforcement set it off the playing area adjacent to the hex into which it will move to enter the game. When it moves onto the map, it must pay the normal terrain movement cost of the hex in which it moves If more than one unit enters through a given hex, each will count that hex as the first hex in its movement. Reinforcing units eligible to move in the Armored Movement Phase may move in that phase on the turn they arrive as reinforcements. BN 1.02 ZONES OF CONTROL -- REPLACES Movement Subsection. Movement -- A unit entering an enemy zone of control must immediately end its movement phase. A unit that begins its movement phase in an enemy zone of control may not move directly into another hex in an enemy zone of control unless that hex contains a friendly unit. [NOTE this conflicts with the statement in Retreat that the presence of a friendly unit negates an enemy zone of control 'for purposes of retreat only' and change the statement in the retreat section.] Clarifications: Friendly units may not stack together. Units may freely move through a hex containing other friendly units if they can expend the Movement Points to enter the friendly-occupied hex and some other hex beyond it. Mechanized units count as infantry for purposes of calculating combined arms 6.3. There is no defensive artillery or air support capability. That has been abstracted into the combat results table.